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nexus
Apr 5th, '08, 08:06 AM
I plan to post various characters from White Wolf’s Streetfigher RPG here as I complete them. I’ll be focusing on the published NPCs for the game and not the actual video game characters. I suspect there are a lot of tributes and conversions around for them as it stands and nothing would make my attempts any more accurate.

These writes ups will be more concept-based than direct conversions. The Storyteller system is very different from Hero System and it’s incarnation in the Streetfighter game even more so. And I’ve usually found that direct conversions from other systems end up clunky and odd looking particularly if you try to model mechanics precisely.

The character power levels will probably be all over the place ranging from Dark Champions/Street Level to possible opponents for Low end supers. As such I’ll try to keep their backgrounds generic enough to use in any game with some modification and offer suggestions for superhero games (Champions Universe in particular) where I can.

I will be using the US versions of various names. M.Bison’s organization will be referred to as Shadowlaw, for example. It’s just a matter of taste. I hope this won’t annoy purist too much.

The first write up I will attempt is The Unspeakable, a Cthullu Mythos themed team of fighters with a dark hidden agenda. They originally appeared in Streetfighter: The Contenders released by White Wolf.

I’m not sure who (if anyone) owes the rights to these characters but they are not my own and their presentation here is no claim of ownership.

Thia Halmades
Apr 5th, '08, 08:24 AM
Capcom owns the rights to all of these characters -- it is a wholly owned IP that is rarely farmed out. Susano has already done conversion of the White-Wolf material and I've already lambasted him for it. They are currently developing SF IV as we speak, in fact.

I'm a purist, and I won't be satisfied until I do my own builds based on the video-game incarnations. *shrug*

FenrisUlf
Apr 5th, '08, 08:44 AM
I'll be eagerly waiting to see your work, Nexus.

nexus
Apr 5th, '08, 08:47 AM
Capcom owns the rights to all of these characters -- it is a wholly owned IP that is rarely farmed out. Susano has already done conversion of the White-Wolf material and I've already lambasted him for it. They are currently developing SF IV as we speak, in fact.


To the video game character (Ken, Ryu and the rest) or to the character White wolf created for their their game. That's who I was talking about. I'm not doing them official characters.



I'm a purist, and I won't be satisfied until I do my own builds based on the video-game incarnations. *shrug*

Um...okay. I'm a misreading you or are you offended for some reason?

Thia Halmades
Apr 5th, '08, 08:51 AM
You're misreading me again. ;)

And as to the NPCs of White-Wolf's Street Fighter, I would assume that White Wolf owns them still, but much to my dismay, I've never owned a copy of it.

nexus
Apr 5th, '08, 09:05 AM
You're misreading me again. ;)


Oh, okay good. I didn't want to PO someone before I even posted the first character.



And as to the NPCs of White-Wolf's Street Fighter, I would assume that White Wolf owns them still, but much to my dismay, I've never owned a copy of it.

Well I hope they don't feel like coming after me. :) But I think the Streetfighter game is something they'd like to forget...

yamamura
Apr 5th, '08, 09:08 AM
Hmm I still own those myself. I will have to take a look again as Nexus makes them up.

Thia Halmades
Apr 5th, '08, 09:34 AM
However, I can likely tell you once you've posted them if I recognize them from other incarnations of other games. So if I can lend a hand that way, I'd be happy too. And besides, you can't get sued unless you're making money, or you somehow actively damage the IP or some-such, and the really anal lawyers will just ask you take it down.

nexus
Apr 5th, '08, 09:37 AM
However, I can likely tell you once you've posted them if I recognize them from other incarnations of other games. So if I can lend a hand that way, I'd be happy too. And besides, you can't get sued unless you're making money, or you somehow actively damage the IP or some-such, and the really anal lawyers will just ask you take it down.

I'm pretty familiar with Streetfigher so I know who's what but I appreciate the offer.

Well, not so much sued but hasseled to take them down. White Wolf's been more stroppy about things like that lately. Might have something to do with the buy out.

Edsel
Apr 5th, '08, 11:01 AM
I plan to post various characters from White Wolf’s Streetfigher RPG here as I complete them. I’ll be focusing on the published NPCs for the game and not the actual video game characters.
Wow, someone besides me has a copy of those White Wolf books. I bought them a few years ago with the intent of converting them to Hero if and when I got to run a martial arts based game. It has never happened so they just gather dust. I will be interested to see your take on them.

Legatus
Apr 7th, '08, 03:02 AM
Way back in the old days I bought a cpoy of Streetfighter Contenders and did a few conversions to 4E. Alexander, The Flailer TNAF.

It'll be interesting to see yours.;)

nexus
Apr 27th, '08, 12:45 PM
The Unspeakables are a bizarre team that has only recently appeared on the underground fighting circuit. They're strange (and often horrific) appearance and brutality have made them a hit in the darker tournaments usually privately sponsored by jaded sorts looking for something "different". In the two years the team has been active, they've cut a brutal and bloody swath through the fighting world. They seem to take pleasure is savagely mauling their opponents leaving them maimed and broken. Rumors abound of more than maiming, that some are slain outright or taken after their defeat, never to be seen again…
While their tactics are questionable their prowess is not and most think their ascension to World Warrior status is just a matter of time (or as The Mollusk likes to say "When the Stars are right).

Their most human looking member is man known only as The High Preist. He's portly pasty faced man with a wide mouth, oddly bulbous eyes and a wrinkly neck. He apparently attends to the team's spiritual as well logical needs and maintains a large staff of strangely obedient servants to assist them which all bear a family resemblance to high priest.. As The Unspeakables have risen in rank the High Priests requirements for signing them to a match have become increasingly strange, the match must be fought on the Winter Solstice, within a specific ring of standing stones or when the star Algol is at it's zenith, etc.

The High Priest is a Competent Normal with followers (Cultist) and roughly 200 points in base (a hidden subterranean lair somewhere in North America). .His focus is business and leadership with some magical skill and occult knowledge to a good degree. He may have some ritual magic spells and magical items on his person for protection but is no combatant. He is amphibious

Campaign Use: The Unspeakbles could work in Wild Martial Arts campaign to add a touch of horror, as mystical opposition for a street level supers game or a heroic occult investigation/action horror game as "boss" characters. Remove the martial arts elements and they could work as individual antagonists for a more traditional low key "true" horror game. They can also be used in a Pulp Hero game with powers with the marital arts fighting team aspect removed and the Mythos elements played up.

Of course they can also be played tongue in cheek which is somewhat how they were written and Kung-fu Call of Cthullu does lend itself to a lighter tone.

For a true Champions campaign they would probably have to be beefed up across the board: more Speed, high CVs, Defenses and more ranged attacks. More members would help as well. Leech, Wyrm and The Monster come immediately to mind.

Members:
The Mollusk
Sss’lussethu-kha
The Thing that should not be

nexus
Apr 27th, '08, 12:48 PM
Name: The Mollusk
Full Name: Unknown

Val Char Cost
25 STR 15
15 DEX 15
30 CON 40
18 BODY 16
20 INT 10
16 EGO 12
15 PRE 5
4 COM -3

12 PD 7
12 ED 6
3 SPD 5
11 REC 0
60 END 0
50 STUN 4

6" RUN 0
2" SWIM 0
5" LEAP 0
Characteristics Cost: 132

Cost Power
Racial Powers

20 1) Lacks Bones: Physical Damage Reduction, 50%
7 2) Coated with Slimy Mucus: +3 with DCV (15 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Graps and certain entangles; -1)
5 3) Repulsive slimy mucus coated thing: +3 with DCV (15 Active Points); Limited Power: Only vs grabs by human(like) opponents; -1), Limited Power Negated if Opponent makes Ego roll; -1)
10 4) Eye Stalks: Increased Arc Of Perception (360 Degrees) with Sight Group
8 5) Unnatural Toughness: Damage Resistance (8 PD/8 ED)
5 6) Amphibious: LS (Breathes Underwater)
7 7) Resilient Physiology: Power Defense (10 points) (10 Active Points); Limited Power: Only vs Diseases and Poisons; -1/2)
8 8) Sticky: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4)
8 9) Malleable: +8 with Contortionist (16 Active Points); Limited Power Power loses about half of its effectiveness (Only to squeeze through or into things; -1)
7 10) Malleable: Contortionist 14-
4 11) Malleable: Double Jointed
10 12) Hard cartilage "teeth": HKA 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points); Reduced Penetration (-1/4), Limited Power: Only against targets in grab; -1/4)
10 13) Disturbing and unnatural presence: +15 PRE (15 Active Points); Limited Power: Only for Fear and Intimidation based Pre Attacks; -1/2)

40 Vile Fluids: Multipower, 50-point reserve, all slots Reduced By Range (-1/4)
3u 1) Acidic Digestive Fluids: RKA 1d6, Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (49 Active Points); Limited Power: Only lasts 3 phases maximum; -1/4), Reduced By Range (-1/4)

1u 2) Mucus ball to face: Entangle 4d6, 0 DEF (Stops A Given Sense Group Sight Group) (50 Active Points); No Defense (-1 1/2), Limited Power: Only affects head; -1), Can Be Missile Deflected (-1/4), Cannot Form Barriers (-1/4), Reduced By Range (-1/4)

Martial Techniques

18 1) Spinning Clothesline: Area Of Effect (Surrounding hexes; +1); Extra Time (Full Phase, -1/2), Limited Power: be blocked; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) for up to 40 Active Points of Punch Maneuver (18 Active Points)

Powers Cost: 171

Cost Martial Arts Maneuver
Wrestling/Brawling

4 1) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2 1/2d6 NND
3 2) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 6d6 +v/5 Strike; You Fall, Target Falls; FMove
4 3) Crush: 1/2 Phase, +0 OCV, +0 DCV, 10d6 Crush, Must Follow Grab
3 4) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
3 5) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls
4 6) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2 1/2d6 NND
3 7) Punch: 1/2 Phase, +1 OCV, +0 DCV, 8d6 Strike
4 8) +1 HTH Damage Class(es)

Martial Arts Cost: 28

Cost Skill
3 Interrogation 12-
3 Tactics 13-
3 Teamwork 12-
3 Stealth 12-
2 Survival (Tropical) 13-
1 Computer Programming 8-
3 Deduction 13-
3 Scientist
2 1) SS: Biology 13- (3 Active Points)
2 2) SS: Genetic Engineering 13- (3 Active Points)
2 3) SS: Organic Chemistry 13- (3 Active Points)
1 4) SS: Xenobiology 11- (2 Active Points)
3 Paramedics 13-
15 +3 with HTH Combat
Skills Cost: 46

Perks
40 Follower: Genetically Engineered Monster 200 base points.

Total Character Cost: 417

Pts. Disadvantage
20 Distinctive Features: Humanoid Slug (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
5 Physical Limitation: (Infrequently, Slightly Impairing)
10 Vulnerability: 2 x BODY Dehydration based attacks (Uncommon)
10 Vulnerability: 1 1/2 x STUN Fire (Common)
10 Vulnerability: 1 1/2 x BODY Fire (Common)
5 Physical Limitation: Little Sense of Smell (Infrequently, Slightly Impairing)
5 Physical Limitation: Must be immersed in water for one 1 hour a day or suffer weakness (Infrequently, Slightly Impairing)
10 Physical Limitation: No legal identity (Infrequently, Greatly Impairing)
15 Psychological Limitation: Arrogant and overconfident (Common, Strong)
10 Psychological Limitation: Sadistic (Common, Moderate)
15 Psychological Limitation: Views humans experimental material, underestimates them (Very Common, Moderate)
Disadvantage Points: 115
Base Points: 200
Experience Required: 102
Total Experience Available: 102
Experience Unspent: 0

Background: Daniel Three Pines was something of a troublemaker as a youth, restless and disaffected. He was prone to getting drunk, getting into brawls and all sorts of trouble. But after nearly getting killed in a drunken knife fight over a girl who's name he couldn't even remember the next morning, he's life took a turn. One of the older men on the reservation, James Standing Elk, nursed the injured young man back to health and didn't report him to police. James was a proud follower of the tribes' traditions; some might call him a shaman though he made so such claims. Normally, Daniel would have scoffed but the James' wisdom and gentle strength struck a chord in Daniel and they became friends as well as mentor and student.

Daniel didn't pick up much mysticism from the old man, but he learned allot about his people, their ways and some of the mysteries of the world. This sparked a natural curiosity in Daniel that in turn revealed a surprisingly agile and quick mind. He began to excel in school, hoping to earn a scholarship and James couldn't have been prouder when he succeeded. Truth to tell, he'd begun to think of Daniel as the son he'd never been gifted with. Sometimes he worried though. Daniel's curiosity usually served him well but there was much of the impulsive, act now think later youth still in him.

James's fears proved to be accurate. It was that curiosity the lead Daniel up into the hills, into the caves long forbidden. Deeper and deeper into the stygian darkness he descended until eventually it wasn't mere human curiosity that compelled him but an alien force that he could no more resist than he could will himself to stop breathing. Daniel descended in the darkness and encountered…something. Something not of this world, something alien and malicious and was consumed by it, body and soul.

What emerged from the black depths was nothing close to human or anything the belonged in this world (at least not for billions of years). If Daniel has awakened it or merely been used to form a vessel for it malignant intelligence will likely never been known. The abomination never speaks of it, almost as if it considers its connection with humanity as a failing. The first being it encountered, the enigmatic "High Priest" wasn't much closer to human, in morality any way and the two immediately struck and accord as their goals lay along similar lines.

The Unspeakables were born.

Personality: The Mollusk's personality is best summed up as arrogant. It believes it (and it's assumed its race) are innately and naturally superior and almost all over lifeforms exist only to serve, feed or entertain them or some combination of those three things. Humanity both amuses and sickens it They are a primitive species of hairless monkeys with delusions of grandeur. But soon they will be put in their place by forces they can't even imagine but until that time The Mollusk is patient picking off the specimen here and there that might pose a bit of a threat to the Final Cleansing.

The Mollusk is a scientist at "heart" and humans make the perfect subjects for its experiments which are often exercises in sadism as much as science. It's currently interested in assisting Sss’lussethu-kha in her plans. The Mollusk remembers her race's time of dominance as well and wouldn't mind seeing them rise to prominence once more if for no other reason that it would be one more force working for the eradication of humanity.

It's not single minded or fanatical about its goals and can be…playful in a cruel way like a child frying ants with a magnifying glass or tearing the wings off flies. It likes humiliating individual humans as much as killing them (perhaps somewhat more as the dead don't suffer…at least not in way it can enjoy) and takes time to savor the chance to do in combat sometimes when its not wise. The Mollusk has also discovered a wonderful way to torment humans: the Internet. It enjoys anonymously crushing people, inciting conflict and gaining people's trust only to betray them as way of passing the time. Social engineering experiments are also easier to run anonymously and it's toying with forming "cybercults" from the emotionally disturbed and isolated victims it can locate online edging them towards self destruction or, even better, violent destructive outbursts.

QUOTE: "The hour of you species extinction draws nigh, human filth."

Powers/Tactics: Most of the Mollusk's abilities stem from its nature. Its body is soft, boneless and pliable but extremely tough. It was squeeze through just about any opening eventually and is difficult to hurt with blunt force trauma. The Mollusk's skin is constantly coated with a vile mucus that makes it difficult to hold onto, most humans are loathe to even make contact with the thing and hesitate or shy away at crucial moments. It can use its sticky leaving to climb surfaces and cling to ceilings as well. The Mollusk can fire a thick glob of mucus to blind opponents until it's removed or squirt it's digestive fluids as painful weapon that can several injure anyone it comes in contact with.

Martial arts wise the Mollusk is actually somewhat limited. It has stolen some of Daniel's talents in the area, specifically some maneuvers picked up in brawls and from James coaching in tribal wrestling techniques. He's learned a single unique attack. By extending his arms and spinning about he can "clothesline" several opponents at once. In combat he tends to focus on a target that looks either the most vulnerable to grappling or the most repulsed by his appearance. He will avoid fire using opponents if at all possible or tries to put them down as soon as possible even directing the rest of the team to concentrate on them. It loves to further humiliate fallen foes abut hocking a slimy blob of phlegm on them.

Appearance: The Mollusk is truly loathsome to behold. Its looks like nothing more than a 7 foot tall bipedal slug completely eyes stalks and thick misshaped limbs that end in tentacles, sucker pocked "fingers". Its grayish green and mottled with black spots and its skin constantly glistens with a coating of slimy mucus. The Mollusk does not wear clothing and appears sexless.

nexus
Apr 27th, '08, 12:52 PM
Name: The Thing
Full Name: The Thing that shouldn't be
Gender: Unknown, ostensibly/formerly male

Val Char Cost
30 STR 20
10 DEX 0
35 CON 50
20 BODY 20
5 INT -5
12 EGO 4
10 PRE 0
4 COM -3

15 PD 9
15 ED 8
2 SPD 0
13 REC 0
70 END 0
55 STUN 2

6" RUN 0
2" SWIM 0
6" LEAP 0
Characteristics Cost: 105

Cost Power
Amorphous Tentacled Body
6 1) Many Tentacles and Pseudo pods: Extra Limbs (10), Inherent (+1/4) (6 Active Points)
10 2) Heavy: Knockback Resistance -5"
10 3) Extensible Tentacles: Stretching 2"
8 4) Adapted for Deep Ocean Living: LS (Expanded Breathing Underwater; Safe in High Pressure; Safe in Intense Cold)
10 5) Unnatural Toughness: Damage Resistance (10 PD/10 ED)
10 6) Knows no fear: +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (Defensive Only; -1)
12 7) Many Limbs: +4 with Grab, Strike and Block
10 8) Many Limbs 2: Penalty Skill Levels: +5 vs. Sweep Penelties with a Grab, Strke, Block
31 9) Sense Lifeforce: Detect A Single Thing 16- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Targeting, Acts sense)
40 10) Incomprehensible Mind: Ego Attack 2d6, Damage Shield (+1/2), Continuous (+1) (50 Active Points); Limited Power: Doesn't effect those with occult knowledge, suitably alien minds or that make an ego roll at -2; -1/4)
8 11) Alien Mind: Mental Defense (10 points total)
6 12) Accidental Peek under the Robes: +20 PRE (20 Active Points); No Conscious Control (-2), Limited Power: Only to make target freeze in horror and revulsion; -1/2)

Engulf and Torment all slots Limited Power Power loses less than a fourth of its effectiveness (All Powers linked; +0), Reduced Endurance 1/2 (+1/4), Area of Effect: 1 Hex Accurate (+1/2), Continuous (+1); all slots Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Limited Power Power loses about a fourth of its effectiveness (Target Must have been grabbed and held for entire time; -1/4)
36 1) Unspeakable Acts: Ego Attack 3d6 (82 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Limited Power Power loses about a third of its effectiveness (Target may make Ego roll at -2 per phase of attack to avert damage; -1/2)
48 2) Unspeakable Acts 2: EB 6d6, Penetrating (+1/2) (97 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Limited Power Power loses about a fourth of its effectiveness (Target Must have been grabbed and held for entire time; -1/4)
27 3) Will Sapping Horror: Drain Ego 2d6 (55 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Limited Power Power loses about a fourth of its effectiveness (Mental Defense Applies instead of Power; -1/4)
Powers Cost: 270

Cost Martial Arts Maneuver
Sumo
3 1) Slap: 1/2 Phase, +1 OCV, +0 DCV, 8d6 Strike
3 2) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
3 3) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike; Target Falls; Must Follow Grab
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
4 5) Root: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to resist Shove; Block, Abort
4 6) Shove: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove
Martial Arts Cost: 21

Cost Skill
11 Survival (Marine Underwater) 15-
1 Language: English (Japanese is "native") (basic conversation)
20 +4 with HTH Combat
Skills Cost: 32

Total Character Cost: 430

Pts. Disadvantage
10 Physical Limitation: Limited Intelligence (Frequently, Slightly Impairing)
10 Physical Limitation: Utterly unfamiliar with human culture and mores (Frequently, Slightly Impairing)
5 Physical Limitation: Insane (Infrequently, Slightly Impairing)
10 Psychological Limitation: Torn between remnants of humanity and alien animal instincts (Uncommon, Strong)
5 1d6 Unluck
20 Distinctive Features: Hulking, masked vaguely humanoid thing that sloshes, mutters and gurgles (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Holds a Grudge: Enraged: Sight of Yakuza (or those that resemble them) (Uncommon), go 14-, recover 14-
10 Unstable Mind: Vulnerability: 2 x Effect Mental Illusions (Uncommon)
Disadvantage Points: 85
Base Points: 200
Experience Required: 143
Total Experience Available: 174
Experience Unspent: 31

Background: Miles below the surface of the Pacific, the creature stirred as its centuries long reproductive cycle neared completion. Its mountainous body shuddered as it expelled larva by the hundreds then returned to its alien dreams as the young went into a cannibalistic frenzy, attacking and consuming one another until one, the strongest, the most vicious and cunning remained. Without nourishment, hunger soon gnawed at the larva but now too large to be sustained by the occasional odd bottom dwelling fish or mollusk but too small to battle the other giant organisms that shared its abyssal dwelling place.

Driven by need and instinct the creature rose towards the surface and the nearest land mass, that being the island of Honshu. There is found suitable prey and tourists and late night walkers began to vanish near the shore in startling numbers. Authorities suspected a serial killer or possibly gang activity but they had no idea of the true horror that haunted their shores. Investigations turned up nothing, the disappearances mounted and people began to wisely avoid the shores and docks if at all possible.

So when it came time for a group of Yakuza to dispose of a corrupt Sumotori, Heichachi Tetsu, that had become to much of a liability despite his power and skills as competitor and enforcers this seaside seemed like the perfect locale.
Unfortunately for them, Tetsu broke free of his bonds and tried to fight back, even more unfortunately the commotion drew the hungry creature which swiftly drew all the gangsters and their would-be victim into its insatiable body.

Tetsu proved to be as resilient spiritually as he was physically. Perhaps it was some mutant factor in his genetic structure, perhaps it was his powerful chi but for whatever reason instead of digesting his flesh, bones and organs and absorbing his mind the creature, the Thing, merged with it and took on quasi human characteristics and gained something approaching sapience, centuries earlier than was normal for its kind. Hours later, it emerged from the waves in blasphemous parody of a human body, dripping with sea water and kelp and muttering in a mixture of some alien language and pidgin Japanese.

With Tetsu's scattered memories to guide it, the creature was able to move it's feeding ground further inland and use it's amphibious nature, powerful body and assumed fighting skills to elude authorities and take a haphazard revenge on the Yakuza, striking in reflexive rage when it came across them or anything close. Rumors of a monster were publicly dismissed but behind the scenes the authorities were willing to accept almost any explanation for the bizarre murders and attacks plaguing Tokyo. The tales naturally drew the High Priest who was more better equipped to track the Thing down (being amphibious himself, for example). Soon The Thing that Should Not Be joined the ranks of the Unspeakables and Tokyo breathed a sigh of relief though a possibly a premature one…

Personality: Strange to say the least. Primarily the Thing is driven by simple animal urges towards food, safety and comfort. These drives are tempered and complicated by the ragged and partial bits of Tetsu's mind and memory. Tetsu was a man of strong drives, quick anger and brutal disposition. He liked to fight, gamble, drink and he liked his women though not in that particularly order. The Thing's actions are shaped by this though it doesn't particularly understand why itself. It will gravitate towards things the remind Tetsu's past life such as familiar seeming location, faces or things. It seems contented by listening to J-pop music and guzzles saki (though it's hard to tell if there is any effect since it's behavior is so odd anyway) and gluts on Tetsu's favorite foods (though it will eat anything organic including human flesh) and appreciate pretty women (usually much to their horror). Tetsu's rage manifest as a near berserk rage when the Thing encounters someone that reminds it of an enemy in its previous life such a yakuza or even just a Japanese man that sets off some buried memory. Even more disturbingly is when its alien mind manages to mesh well enough with its human side and the Thing starts to act with... purpose.

Power/tactics: The Thing is immensely strong and durable and has many tentacle like limbs in addition to the normal human allotment. Combined with the Tetsu's fighting skills, these make it a formidable hand to hand combatant. It fights fairly simply, smacking, smashing and crushing whatever opponent's it can close with or that hurt it most last. Sometimes Tetsu's personality will lend it some degree of tactics or at least a base cunning and it will usually do what its other team mates tell it. The Thing can sense life by some unknown means and is thus very difficult to sneak up on.

It's most grotesque attack is to draw its opponents under it's robe. Even a glimpse of the horrific body underneath is enough to shock most people into a panicked flight, faint or catatonic terror but to be engulfed in it, battered and whatever else occurs (no victim has been willing to talk about it and many seem to blank it out) is enough to drive a human being mad (the exact details are left up to GMs to decide if required or it can just left as "unspeakable" and "indescribable").

Note: Mollusk and Sss’lussethu-kha named the creature The Thing that should not be because even to their alien magical and scientific knowledge, it's an enigma. Neither of know just what it is and it defies their examination. Sss’lussethu-kha tends to arrogantly assume it is just some sort of animal and uses it as a plaything when bored. Mollusk is quiet on the matter but seems leery about the creature and oddly respectful (for him/it).

Quote: (Directed at opponent in pidgin Japanese) Big *gurgle* Strong... Tasty? *sloshes forward*

Description: The Thing stand roughly 7'9 feet tall and wears a long gray cowled and long sleeved robe that covered it from top to bottom (one hesitate to say head to toe). Roughly is because it's body constantly seething, writhes and churns under robe like many things are struggling within. A featureless wax covers it face. No one that has seen its true form has managed to give a coherent description. In fact many of them had to be committed to mental care faculties afterward.

Campaign Use: The Thing makes a good super thug for just about any supernatural group. He's somewhat tough, good enough to give a street level super/wild martial arts character a challenge or slow up a full blown super (perhaps with more Speed or more than one). It's not for acting on it's own as written but there is the possibility of its latent intelligence awakening or Tetsu's persona becoming more dominant… Its origin could also be used as a scenario for an occult investigation campaign.

FenrisUlf
Apr 28th, '08, 06:52 AM
Great work on the Mollusk and the Thing, but I really want to see Sss-whatever the Lemurian priestess.

Badger
May 1st, '08, 12:22 AM
I will have to bookmark this to steal....err....take most of these for future use. If you dont mind. :rolleyes:

nexus
May 2nd, '08, 06:25 PM
I will have to bookmark this to steal....err....take most of these for future use. If you dont mind. :rolleyes:

How dare you use the characters I'm posting without permission! :mad::mad::mad:


:D

nexus
May 3rd, '08, 06:34 PM
Full name:Sss’lussethu-kha
Gender: Female
Player: NPC

Val Char Cost
20 STR 10
30 DEX 60
20 CON 20
15 BODY 10
22 INT 12
23 EGO 26
18 PRE 8
16 COM 3

8/16 PD 4
8/16 ED 4
6 SPD 20
8 REC 0
40 END 0
40 STUN 5

6" RUN 0
2" SWIM 0
4" LEAP 0
Characteristics Cost: 182

Cost Power
Reptilian Body
20 1) Fangs: HKA 1d6 (1 1/2d6 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); Restrainable (-1/2)

60 2) Venom: RKA 2d6, Reduced Endurance (0 END; +1/2), NND ([Standard]; +1), Does BODY (+1) (105 Active Points); Limited Power Power loses about a third of its effectiveness (HKA must do Body; -1/2), Linked (Fangs; -1/4)

10 3) Sharp Smell: Discriminatory with Smell/Taste Group

6 4) Sharp Senses: +2 PER with all Sense Groups

5 5) Prehensile Tail: Extra Limb (1), Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4)

9 6) Tough scaly Skin: Armor (3 PD/3 ED)

4 7) Serpentine Flexibility: Double Jointed

Training and Enhanced Skills

10 1) Charming Gaze: +4 with Persuasion, Seduction and Conversation (12 Active Points); Limited Power Power loses about a fourth of its effectiveness (Eye Contact required; -1/4)

1 2) Mystic Training: Mental Defense (6 points total)

75 Sorcery: Variable Power Pool, 60 base + 15 control cost, (90 Active Points); all slots Limited Special Effect Common SFX (Primal Sorcery; -1/2), Limited Power Power loses about a third of its effectiveness (Powers are require lengthy, involved rituals to set up including extra time, gestures, incantations, expendale foci, etc; -1/2)

Kha-bha’dhi Techniques

8 1) Scale Hardening Technique: Armor (5 PD/5 ED) (15 Active Points); Requires A Skill Roll (-1/2), Gestures (-1/4)

17 2) Spiritual Link: Mind Link , Any Willing Target, Number of Minds (x4) (25 Active Points); Requires A Skill Roll (-1/2)

11 3) Psychic Awareness: Danger Sense (self only, in combat) (17 Active Points); Limited Power Power loses about a third of its effectiveness (Psionic; -1/2) 15-

15 4) Will Stifling Gaze: Mind Control 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points);
Limited Power (Simple Commands Only Ego +20 effect maximum; -1), Limited Power Power (End if Victim is more than 3 hexes away from attacker; -1),
Eye Contact Required (-1/2),
Limited Power (Ends if Victim takes a damage; -1/2), Stops Working If Mentalist Is Stunned (-1/2),
Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4),
Does Not Provide Mental Awareness (-1/4)

27 Mystic Understanding of Time and Space: Multipower, 40-point reserve, (40 Active Points); all slots Requires A Skill Roll (-1/2)

2u 1) Distance is Deception: Stretching 5", Reduced Endurance (0 END; +1/2) (37 Active Points); Requires A Skill Roll (-1/2), No Velocity Damage (-1/4), Always Direct (-1/4), no Noncombat Stretching (-1/4)

2u 2) Space is but an Illusion: Teleportation 10", Reduced Endurance (0 END; +1/2), Invisible Power Effects, SFX Only (Fully Invisible; +1/2) (40 Active Points); Limited Power Power loses about a third of its effectiveness (No Noncombat; -1/2), Requires A Skill Roll (-1/2), Gestures (-1/4)
Powers Cost: 282

Cost Martial Arts Maneuvers Kha-bha’dhi

4 1) Punch/Headbutt: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike

3 2) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls

3 3) Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls

4 4) Body Spear: 1/2 Phase, +2 OCV, -2 DCV, 7d6 +v/5; FMove

4 5) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND

4 6) Five Bladed Knife: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6+1

4 7) Low Snap Kick: 1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike

12 8) +3 HTH Damage Class(es)
Martial Arts Cost: 38

Cost Skill
7 Analyze: Style 15-
3 Acrobatics 15-
3 Breakfall 15-
3 Contortionist 15-
3 Conversation 13-
10 Defense Maneuver I-IV
3 Interrogation 13-
5 Oratory 14-
7 Persuasion 15-
3 Seduction 13-
3 Stealth 15-
4 Survival (Temperate/Subtropical, Tropical) 13-
15 Power 17-
3 Scholar
4 1) KS: Kha-bha’dhi/Khabbadhi (5 Active Points) 15-
2 2) KS: Occult Lore (3 Active Points) 13-
3 3) KS: Primordial Gods (4 Active Points) 14-
5 4) KS: Sorcery (6 Active Points) 16-
2 SS: Genetics 11-
2 SS: Biology 11-
3 Paramedics 13-
12 +4 with Kha-bha’dhi
2 +2 with Fangs
Skills Cost: 107

Cost Perk
10 Hoarded Ancient Treasure: Money: Wealthy
Perks Cost: 10

Cost Talent
16 Blind Fighting: Combat Sense 14-
Talents Cost: 16

Total Character Cost: 635

Pts. Disadvantage
10 Distinctive Features: Serpentine Woman (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Physical Limitation: Must use her tongue to smell (Infrequently, Slightly Impairing)
10 Hunted: Mystical heroes/rival fighters 8- (As Pow, Harshly Punish)
10 Vulnerability: 2 x STUN Cold based attacks (Uncommon)
15 Psychological Limitation: Disdains and underestimates humans (Very Common, Moderate)
10 Psychological Limitation: Casual Killer (Common, Moderate)
10 Psychological Limitation: Desires to recreate her species (Uncommon, Strong)
10 Social Limitation: secret id (Frequently, Minor)
10 Hunted: The High Priest 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
Disadvantage Points: 90
Base Points: 200
Experience Required: 345
Total Experience Available: 344
Experience Unspent: 0



Sss’lussethu-kha, Death to the Egg stealers in English, is the last of her kind a primordial race of humanoids evolved from the dinosaurs, specifically the various highly intelligent raptors. Their civilization thrived for a time, before the great extinction changed the face of the world and passed into the hands of furless hooting apes who hunted the few survivors to extinction.

Sss’lussethu-kha only survived the millennia due largely to blind luck. As a priestess of the Third Molting she underwent ritual hibernation/mediation, a period that was supposed to last 8 years, but when the Extinction occurred, she was buried in the ruins on of her people’s great cities, forgotten for ages, her hibernation extended by the following ice age.

She was awakened by a expedition into the hidden valley in Eurasia that concealed the long forgotten city that Sss’lussethu-kha once called home. Ostensibly archaeological the expedition’s true purpose was to seek out lost artifacts of occult power for demon worshiping cult. In a sense they found what they were looking for. Enraged on finding these crude homids violating a sacred place of her people, Sss’lussethu-kha slew the humans of hand upon awakening. It was only in looking over their mangled twitching bodies that she noticed that these were not brutish servants her people crafted, at least not totally. Her confusion turned to horror when she beheld what had happened to her city and inhabitants.

Using her ritual magics, Sss’lussethu-kha consumed the humans’ brains and thus absorbed their knowledge and memories of the modern world… and was disgusted. Her people were gone, long extinct and these hairy….things replaced them, swarming like vermin, polluting and destroying the once pristine empire her kind ruled with their crude mechanical technology. Even worse to her mind was that she recognized bits and pieces of her people’s knowledge that had co-opted by these glorified apes. Pieces of their culture, their science, art and even philosophy had been claimed as their creation, polluted and degraded over time until it was barely recognizable. Even their magical skills and the sacred fighting art of Kha-bha’dhi had been corrupted and adapted to their stiff clumsy bodies.

This could not stand.

But what could she do; alone, her power base gone, what little resources that might matter scattered across the globe or jealously hoarded and guarded by the stinking primates that covered it. Sss’lussethu-kha brooded for a time, rebuilding what she could and taking out her frustration on random victims in the immediate area outside the valley. The Cobra that Walked became something of a local legend enough so to draw the attention of the High Priest and Mollusk. When the came to investigate, Sss’lussethu-kha recognized them as something more than human and thus, better and agreed to form an allegiance in their mutual goal of returning the Earth to its “proper” state.

Quote: “One down, 6.5 billion to go.”


Appearance: Sss’lussethu-kha stands 6'0 and appears to be a combination of an attractive women and a snake, including some mammalian characteristics. Her scales/skin are lustrous green with rust, black and gold markings and she has no hair. She adorns herself in ornate jewelry and ornaments of her civilization which look like a mixture of Mayan and Classical styles but otherwise wears no clothing. When angry or aroused, she flares a cobra like hood. Her eyes are amber with black vertical pupil slits; they’re jewel like and rather hypnotic. She has a long sinuous tail that is quite flexible and agile. She speaks in a soft, whispering voice that can be cold, intimidating or even soothing as fits her mood. Despite appearances, she enunciates clearly and doesn’t have a snake like lisp. She is warm blooded.

Though she doesn’t enjoy it, Sss’lussethu-kha can assume a more human appearance if needed using the mystically preserved and prepared skin of one her first victims, a European woman named Natasha Ulrich. When she takes on this disguise, she appears to be a blonde woman of the same height, fairly attractive with short cropped hair and a somewhat muscular build and her eyes are blue but still somewhat odd looking though still appealing. Sss’lussethu-kha finds the costume revolting and uses it as little as possible and even when wearing it her mannerisms and lack of cultural concerns (such as a nudity taboo) can give away that something is wrong. Natasha was a mercenary and had contacts in that area that Sss’lussethu-kha occasionally finds useful.

Personality: Sss’lussethu-kha is driven mostly by her anger and sense of loss. She is the last of her people, a race of great pride and accomplishment laid low by random chance. Then to aid insult to injury, their accomplishments were looted and their place largely taken over by upright apes descended from being they once bred as pets and slaves. In a way her hatred of humanity is a cover for her sorry and near suicidal despair, a weakness in her culture.

Sss’lussethu-kha is cold and distant, preferring solitude even from her “team mates.” She tolerates taking orders from the High Priest only because of he is only partially human, she accepts Mollusk as a follow outcast and atavism and he/it is the closest thing to a friend that she can claim. As for the Thing, it is a tool nothing more, barely sentient it’s similar to the bio magical constructs her people used to forge, useful for various purposes (including entertainment) but in essence an appliance she has less emotional investment in than most people have in their toaster.

She enjoys combat and the chance to crush human life out with her bare hands and even in ostensibly “non lethal” tournaments has had more than her fair share of “accidents.” When dealing with humans are other times, she’s cold, aloof and curt and as nasty as she feels can get away with. Nonetheless, Sss’lussethu-kha can be deceptively charming when required. Her voice, sinuous mannerism and even appearance are strangely attractive and she’s been trained in motivation and speaking as a Priestess. These techniques apply to humans just as well.

As time has passed, Sss’lussethu-kha has turned her energies somewhat away from the destruction of humanity. She has awhile to do that, her species is long lived, and to more creative ends; specifically, recreating her own species. A difficult task and one that might require a step that would unthinkable under any other circumstance, Sss’lussethu-kha is the last female of her kind but there are males available. She’s discovered humans are not overwhelmingly different from her kind in important ways, nothing that her sorcery and biological knowledge couldn’t eventually overcome so particularly powerful male fighters or heroes might inspire a more amorous than murderous interest in Sss’lussethu-kha. A race of semi mammalian half breeds is better than nothing, after all.

Powers/tactics: In addition to her formidable natural prowess, she has access to an array of mystical techniques from her training in the native fighting arts of her people. While not a master of the forms she had several techniques at her disposal including a deep understand of the transitory and somewhat illusionary nature of space and time that allows to cross physical space without appearing to move or transcend distance to strike targets many yards away in the blink of eye. She often combines these effect to harry and terrify her opponents such silently teleporting behind them to strike by surprise. When Sss’lussethu-kha extends her limbs that take on a snake like appearance for a moment, as if they’d transformed into huge serpents striking from her body.

Against powerful fighters, Sss’lussethu-kha will toughen her skin by channeling her mystic energy, what some humans call chi. Her training also allows her to affect her opponent’s mind and spirit either by weakening their will against her manipulation or inducing a hypnotic stupor where they will follow any simple command she gives (follow, lay down, walk over there, bring that to me, etc). She can’t give complicated orders or make a target do something blatantly suicidal or that they are violently opposed to. She must make eye contact to accomplish this but only for an instant but must stay close to the victim to maintain control. She can forge a mental link between herself and any willing mind and usually does this before combat to allow her team communicate plans and coordinate their attacks silently.

Her sorcery involves long rituals, sacrifices, orgiastic rites and preparation to enact. It’s not meant as a direct combat power to facilitate plot devices though she can "buff" herself and others for battle using it. The rites are dark and alien in nature, calling on forces much older than man and powered by will and savage emotion. She can summon strange forces, bind horrible curses, inflict (or cure) disease, warp reality and other bizarre acts of magic. Imagine of blend of shamanistic, druidic and witchcraft tradition with a bit of mythos style magic thrown in…

Campaign Use: Sss’lussethu-kha makes a good villainess for convoluted and horrific plots. She is focusing on building a power base (occult and material) and learning what she needs to know about the modern world and her race’s odd science (She was a Priestess not a technician). This doesn’t mean she won’t take an opportunity to create destruction and death just to watch the monkeys run if she has a chance.

In Champions or a Superheroic game, Sss’lussethu-kha might find groups like Viper amusing or insulting as the GM requires. King Cobra might be pretty high on her list of potential consorts as would other serpent or reptilian characters. She might have to seek out a human geneticist to assist her in recreating her race; specialists in cloning would interest her a great deal. She’s willing to swallow her pride for her purposes; perhaps she ends up doing some favors for Telios?

Picture note: I hated the original art for the character which didn't seem to match her description or her Appearance rating (though it's not a bad picture in and of itself) so I had a friend of mine do an updated picture. I've included both as attachments. The character is nude but there is nothing showing that would be questionable in either one.

nexus
May 3rd, '08, 06:44 PM
In an attempt to keep her origin as generic as possible, I didn't mention Lemuria though that is a possible point of origin for her, nor did I mention the Great Flood which featured in her original origin.

Next up: Team Rolling Thunder

nexus
May 5th, '08, 06:58 AM
Rolling Thunder is a team composed of cybernetically enhanced former US soldiers. Created by a covert military project code named: Tin Soldier, each member was a skilled soldier that grievously injured and subsequently listed in "Killed or Missing in Action" and their bodies used to test experimental prosthetics at a facility located somewhere in the southwester United States. The program was ostensibly voluntary but considering the other option was usually either a lifetime of disability or death, the choice was fairly certain.

The members of Rolling Thunder were among the operations successes and some of the most violent, aggressive and flat mean spirited of the "volunteers". They earned the name Rolling Thunder for their love of violence and tendency to roll over any opposition like a force of nature. The team was deployed in black ops across the world, any mission that needed swift crushing violence, deniability and expendable soldiers fell under to them.

But shifts in the political and command climate made operations like Tin Soldier liabilities. Rumors circulated of funding cuts and investigations into the nature of the groups operations, many of which were black and initiated for less than savory reasons. The project became more trouble than it was worth and was going to be quietly swept under the rug and it's assets (specifically its members) "liquidated". One of the projects most advanced successes. Roger Macree leaned of this his immediately informed Rolling Thunder, which he'd come to view as his personal command and they went AWOL during an assignment in South America.

Rolling Thunder functions in the underground fighting circuit primarily as a means to an end, it's a cover of sorts allowing them travel among criminals and the underworld without standing out, a way to earn cash quickly and, frankly they enjoy it. All of the team has histories of violence and aggression. Fighting gives them a means to freely vent their hunger for violence in a less disciplined arena than in the field. Rolling Thunder also operates of mercenaries, taking practically any mission for the right price. They will not function against US interests or the US military, however. Anything else is open for negotiation.

Members
Overwatch (Commanding Officer)
Legion (field commander)
Mace
Nychus

Notes: All the members of Rolling Thunder are skilled with the use of military grade weaponry, have access to them and are willing to employ them. This isn't reflected in their write up which are translated from the Street Fighter game. They can be considered to have an equipment VPP of guns and armor to reflect this of perhaps about 50-70 points in games where equipment is paid for.

Overwatch is a former Lt Colonel in the Air Force. He suffered extensive burns and spinal injury after a crash and "volunteered" for Project: Tin Soldier. The attempts to repair his damage spinal cord weren't successful and he is still a paraplegic but he has been wired into a combination life support system computer system that allows him to directly interface with any computer system, access satellite information and images and perceive through the senses of his Team. He acts as tactician, CO and essentially manager of the team as well as maintenance and technician for cybernetics. Overwatch has low physical abilities but his cybershell is highly armored and mobile and his mental faculties are undiminished, even genius level. He is usually a non combatant and the character I expanded on the most so I haven't included a character sheet (I may write up one later once I have the "official" characters done) I have included an illustration.

FenrisUlf
May 5th, '08, 07:05 AM
Full name:Sss’lussethu-kha
Gender: Female
Player: NPC

Campaign Use: Sss’lussethu-kha makes a good villainess for convoluted and horrific plots. She is focusing on building a power base (occult and material) and learning what she needs to know about the modern world and her race’s odd science (She was a Priestess not a technician). This doesn’t mean she won’t take an opportunity to create destruction and death just to watch the monkeys run if she has a chance.

In Champions or a Superheroic game, Sss’lussethu-kha might find groups like Viper amusing or insulting as the GM requires. King Cobra might be pretty high on her list of potential consorts as would other serpent or reptilian characters. She might have to seek out a human geneticist to assist her in recreating her race; specialists in cloning would interest her a great deal. She’s willing to swallow her pride for her purposes; perhaps she ends up doing some favors for Telios?

Picture note: I hated the original art for the character which didn't seem to match her description or her Appearance rating (though it's not a bad picture in and of itself) so I had a friend of mine do an updated picture. I've included both as attachments. The character is nude but there is nothing showing that would be questionable in either one.

First, I always thought that Sss'lussie would also make for a good Lemurian character, one of the 'throwbacks'.

Secondly, while I think that your own art for her is very cool and well done, for some reason I prefer the picture of her we got in the original book.

Thanks muchly for posting her.

nexus
May 5th, '08, 07:16 AM
First, I always thought that Sss'lussie would also make for a good Lemurian character, one of the 'throwbacks'.


Honestly, I don't know much about the Champions U. version of Lemuria so I thought it was best to leave it open than use it and make and idiot out myself. :)



Secondly, while I think that your own art for her is very cool and well done, for some reason I prefer the picture of her we got in the original book.


I like the original picture too. IMO it's one of the better pieces of the book (some of them are just awful) but it didn't seem to fit her description or her App rating which had her as attractive If I were doing a white wolf character sheet for her, I'd give her App 1 (She might might squeak by with a 2) and put the additional points in Charisma and add in more Intimidation.



Thanks muchly for posting her.

Your welcome, I hope you find some use for her.

FenrisUlf
May 5th, '08, 07:28 AM
Honestly, I don't know much about the Champions U. version of Lemuria so I thought it was best to leave it open than use it and make and idiot out myself. :)

That's okay. I still think that a lot of fun can be had with CU Lemurians, though, especially with 'lost colonies'.



I like the original picture too. IMO it's one of the better pieces of the book (some of them are just awful) but it didn't seem to fit her description or her App rating which had her as attractive If I were doing a white wolf character sheet for her, I'd give her App 1 (She might might squeak by with a 2) and put the additional points in Charisma and add in more Intimidation.

There we have to differ. Your version is very sexy, but so is the original to me.




Your welcome, I hope you find some use for her.

Yeah, one of my characters has needed a villainous girlfriend for some time now. :doi:

nexus
May 5th, '08, 07:46 AM
There we have to differ. Your version is very sexy, but so is the original to me.


Hey, Taste is taste (even I have to admit that is one of the more compelling arguments against Comeliness and I greatly having it as and think it should stay a characteristic). I have a friend that considers Tigra repulsive because of her animal features, for instance while I think she's at least 4 different kinds of hot. ;) It's one of the reason I included the original artwork.

nexus
May 5th, '08, 08:44 AM
Name: Legion
Real Name: Jean Paul Chevaliar
Sex: Male

Val Char Cost
20 STR 10
12 DEX 6
20 CON 20
15 BODY 10
10 INT 0
18 EGO 16
18 PRE 8
8 COM -1
6/9 PD 2
5/8 ED 1
3 SPD 8
8 REC 0
40 END 0
40 STUN 5

8" RUN 0
2" SWIM 0
4" LEAP 0
Characteristics Cost: 85

Cost Power
Training and Enhanced Skills

10 1) "Is this the part where I'm supposed to be scared, mon ami?" : +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (Defensive Only; -1)

10 2) Eyes of a Killer: +15 PRE (15 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only for fear/intimidation; -1/4), Limited Power Power loses about a fourth of its effectiveness (Requires eye contact; -1/4)

8 3) High Pain Threshold: +10 CON (20 Active Points); Limited Power Power loses about half of its effectiveness (Only to Resist Stunning; -1), No Figured Characteristics (-1/2)

9 4) Alertness: +3 PER with all Sense Groups
18 5) Intuitive feel for combat: Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 12-

4 6) Athletic: Running +2" (8" total)
Cybernetics, all slots Limited Power Power loses about a fourth of its effectiveness (Restrainable (by means other than Grabs or Entangles); -1/4)

4 1) Third Arm: Extra Limb (1) (5 Active Points); Limited Power Power loses about a fourth of its effectiveness (Restrainable (by means other than Grabs or Entangles); -1/4)

7 2) Independent Third Arm: +1 SPD (10 Active Points); Limited Power Power loses about a third of its effectiveness (Only for Actions with cybernetic Hands/Arms; -1/2)

3 3) Cybenetic Limbs: Armor (3 PD/3 ED) (9 Active Points); Activation Roll 8- ((Only on Cybernetic limbs if hit locations used); -2), Limited Power Power loses about a fourth of its effectiveness (Restrainable (by means other than Grabs or Entangles); -1/4)

4 4) Metal Fists: HA +1d6, Reduced Endurance (0 END; +1/2) (7 Active Points); Hand-To-Hand Attack (-1/2), Limited Power Power loses about a fourth of its effectiveness (Cybernetic Limb blows only; -1/4)

7 5) Independent Third Arm: Ambidexterity (no Off Hand penalty) (9 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only applies to Cyber Limbs; -1/4)

4 6) Multiple Arm Use: Penalty Skill Levels: +2 vs. Sweep Penalties with All Attacks (6 Active Points); Limited Power Power loses about a third of its effectiveness (Hand to Hand only); -1/2)

Martial Technique
31 1) Coup-de-pied De Genou De Wounder: (Total: 46 Active Cost, 31 Real Cost) EB 3d6, Reduced Endurance (1/2 END; +1/4), NND ([Lack of Weakness or Rigid armor on leg]; +1) (34 Active Points); No Range (-1/2) (Real Cost: 23) plus Drain Running 1d6, Reduced Endurance (1/2 END; +1/4) (12 Active Points); Linked (EB; -1/2) (Real Cost: 8)
Powers Cost: 119

Cost Martial Arts Maneuvers:Commando Training, Brawling and Wrestling
4 1) Head Butt/Jab: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike
4 2) Punch/Backfist: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
5 3) Uppercut/Haymaker: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
3 4) Tackle: 1/2 Phase, +0 OCV, -1 DCV, 4d6 +v/5 Strike; You Fall, Target Falls; FMove
4 5) Bear Hug: 1/2 Phase, +0 OCV, +0 DCV, 8d6 Crush, Must Follow Grab
4 6) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
3 7) Pile Driver: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike; Target Falls; Must Follow Grab
4 8) Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs
3 9) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 4d6 Strike; Target Falls
Martial Arts Cost: 34

Cost Skill
5 Analyze: Combat 12-
5 Breakfall 12-
3 Climbing 11-
7 Combat Driving 13-
5 Concealment 12-
3 Interrogation 13-
2 KS: Military/Mercenary/Terrorist world 11-
4 KS: Marine Corp History and Tradition 13-
1 KS: Fighting Styles 8-
4 Language: Cajun French (idiomatic)
3 Paramedics 11-
2 PS: Marine 11-
7 Stealth 13-
5 Survival (Temperate/Subtropical, Desert, Tropical Coasts/Pelagic Environments) 11-
3 Tactics 11-
3 Teamwork 11-
3 Tracking 11-
3 TF: Common Motorized Ground Vehicles, Tracked Military Vehicles, Wheeled Military Vehicles
7 WF: Common Melee Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons
16 +2 with All Combat
15 +3 with HTH Combat
10 +2 with Ranged Combat
Skills Cost: 116

Total Character Cost: 360

Pts. Disadvantage
10 Distinctive Features: Two robotic arms on one side of his body (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Cold, aloof military bearing (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Psychological Limitation: Code of the Mercenary (Common, Total)
15 Psychological Limitation: Super Patriot (Common, Strong)
10 Enraged: Taunted or Mocked (Uncommon), go 11-, recover 14-
5 Physical Limitation: Limited sense of touch in right hands (Infrequently, Slightly Impairing)
10 Physical Limitation: Unique physiology (cyborg) Infrequently, Greatly Impairing)
20 Hunted: US Military (Mo Pow, NCI, 8-)
Disadvantage Points: 100
Base Points: 200
Experience Required: 54
Total Experience Available: 54
Experience Unspent: 0


Background: Jean Paul was born to an unwed mother who abandoned the boy shortly after birth, leaving him in the care of a local priest. He grew up rough, learning to use his fists from an early age on the playground of a catholic school. Jean Paul wasn't simply violent, he was disciplined and violent. He would learn from any beating he took and come back harder and faster. He was methodical about it, always improving his technique and never backing down. It didn't take long before most of the children learned not to mess with Jean-Paul. Enough of them bore scars to act as object lessons to anyone that doubted it.

The military was natural choice for such a young man and Jean went into the Marine corp as soon as he was able. There his skill and dedication paid off. He excelled at Basic and, after impressive performance across the board was selected for a position at Camp Lejune among the best the Marines had to offer: Force Recon. Jean Paul performed literally dozens of missions across the world, operating with a cool precision and inner pleasure that intimidated even more experienced soldiers. He's truly found his place in world and wanted nothing else out of life. Of course there were incidents. Jean Paul was a very serious man and didn't take being mocked well. His thick Cajun accent never faded and he took particular offense when people assumed that it made him less intelligent. Such people tended to end up badly injured.

Jean Paul was never sure just how he was taken out. He remembers the mission: a deep insertion scouting run somewhere in Asia, he remembers and explosion then nothing until he woke up in an army hospital, missing his right arm and much of his chest with two high ranked men looking down at him with grim faces but an intriguing proposal. Jean didn't even have to think before accepting. There was no choice. Either the Project would make him a soldier again or he would die. Both good options as far as he was concerned.

Quote: "You think I'm funny? Let's see how hard you laugh with your throat crushed."

Personality: Legion is cold. He rarely smiles, never laughs and usually has a grim and stony expression on his face. The only time he betrays any emotion at all is in combat. Then his get a disturbing gleam that shows he actually feels truly alive. He's cocky and confident in his abilities and can be arrogant but has the skills to back it up. Anyone that looks into his eyes can see he's killed countless people, so much that he's lost track and he's probably debating about how to kill them. Few people can meet his gaze for very long. Despite the betrayal by Project: Tin Soldier, Legion bears no ill will towards the military and still considered himself a Marine (calling him an Ex Marine is a sure way to get a particularly savage beating). He sees the problem coming from politicians interfering with things they had no business in and worrying about the opinions of spineless civilians. He will not strike against the US military or use lethal force against an American soldier.

Powers/Tactics: Legion's powers are straight forward. His right arm has been replaced with a frame that supports two bionic replacements. The third arm can function independently of the other two and Legion's nervous system has been rewired to cope with this, essentially making him fully ambidextrous. It's similar to the system used for Nychus's blades. In combat he will attempt to wear his opponents down, using a flurry of fast and brutal attacks, staying on the offensive, willing to take blows if he can do greater damage to his opponent. Legion fights well in a group and coordinates when possible.

Legion has picked up a variety of mundane combat moves from long experience and study. He uses a combination of wrestling, Marine corp hand to hand and plain old school brawling in hand to hand, tailoring his attacks to best incapacitate his target. While skilled, Legion uses fairly mundane attack with one exception. He's picked up a nasty trick that involves a hard kick to inside of his opponent's leg, striking the femoral nerve. It's painful and numbs and weakens the legs for some time, reducing their speed and mobility for a time.

Appearance: Legion is a large powerfully built man, well muscled without being bulky with solid, rugged features. He keeps his white hair in a regular "high and tight" buzz cut. Legion has a naturally dark complexion and dark eyes. In a match he usually goes shirtless olive drab pants and tennis shoes, favoring casual but functional clothing when off duty. His right arm had been replaced with two bionic limbs mounted in an artificial shoulder joint. They look more natural than Mace's prosthetics but there is no mistaken them for what they are. Legion lost his corp tattoos when he lost his arms. It's the one thing he regrets about the injury.

nexus
May 5th, '08, 10:17 AM
Name: Mace
Full Name: Lamadis Montrose
Sex: Male

Val Char Cost
20 STR 10
10 DEX 0
20 CON 20
13 BODY 6
10 INT 0
10 EGO 0
10 PRE 0
10 COM 0

10/18 PD 6
8/16 ED 4
3 SPD 10
8 REC 0
40 END 0
40 STUN 7

6" RUN 0
2" SWIM 0
4" LEAP 0
Characteristics Cost: 63

Cost Power
Training and Abilities

9 1) Alertness: +3 PER with all Sense Groups

12 2) Faster than He Looks: Lightning Reflexes: +8 DEX to act first with All Actions

Cybernetic Enhancements

24 Multipower, 24-point reserve

1u 1) Heavily Armored Cybernetic Limbs: Missile Deflection (Bullets & Shrapnel), +4 (23 Active Points); Restrainable (-1/2)

1u 2) Heavily Armored Cybernetic Arms: Armor (8 PD/8 ED) (24 Active Points); Limited Power Power loses about a third of its effectiveness (Requires a Block roll; -1/2), Restrainable (-1/2)

1u 3) Cybernetic Arms: +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); Limited Power Power loses about a third of its effectiveness (Arms Only; -1/2), No Figured Characteristics (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

Martial Techniques
7 1) Buffalo Punch: HA +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), Limited Power: Only with Haymaker; -1/2), Limited Power Power loses about a fourth of its effectiveness (Requires both hands; -1/4)

12 2) Backbreaker: HKA 1 1/2d6 (3d6 w/STR) (25 Active Points); Limited Power: Must Grab and throw target down; -1/2), Limited Power Power loses about a third of its effectiveness (Set up time: Extra Phase; -1/2)

15 3) Ear Pop: EB 3d6, NND ([Hard Ear Covering]; +1) (30 Active Points); No Range (-1/2), Restrainable (-1/2)
13 4) Ear Pop: Hearing Group Flash 6d6, Reduced Endurance (0 END; +1/2) (27 Active Points); No Range (-1/2), Linked (Ear Pop; -1/2)
Powers Cost: 95

Cost Martial Arts Maneuver
Commando Training, Boxing and Brawling
4 1) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 2) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
4 3) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 4) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 5) Uppercut: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
3 6) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls
3 7) Flying Knee Strike: 1/2 Phase, +0 OCV, -2 DCV, 7d6+v/3 Half move required
Martial Arts Cost: 27

Cost Skill
2 KS: Military/Mercenary/Terrorist World 11-
2 KS: Army history and customs 11-
2 PS: Soldier 11-
4 WF: Common Melee Weapons, Small Arms
3 Tactics 11-
6 Survival (Temperate/Subtropical, Desert, Mountain) 11-
3 Stealth 11-
7 Streetwise 13-
2 AK: New York City 11-
3 AK: Harlem 12-
3 Climbing 11-
3 Breakfall 11-
1 Paramedics 8-
10 +2 with HTH Combat
16 +2 with All Combat
Skills Cost: 67



Total Character Cost: 252

Pts. Disadvantage
15 Psychological Limitation: Aggressive and violent, solves problems with his fists (Common, Strong)
15 Psychological Limitation: Code of the Mercenary (Common, Strong)
10 Psychological Limitation: Casual Killer (Common, Moderate)
10 Physical Limitation: Limited sense of touch in hands and arms (Frequently, Slightly Impairing)
10 Reputation: Brutal remorseless fighter, 8- (Extreme)
20 Hunted: US Military 8- (Mo Pow, NCI, Capture)
10 Enraged: Not shown proper respect (Uncommon), go 11-, recover 14-
10 Physical Limitation: Unique Physiology: Cyborg (Infrequently, Greatly Impairing)
Disadvantage Points: 100
Base Points: 200
Experience Required: 2
Total Experience Available: 2
Experience Unspent: 0

Background: Lamadis Monstrose has been fighting all his life. Born on the darkest hole in Harlem he spent 18 years making his way out, crushing skulls, running drugs, whatever it took. His incredible strength and natural ferocity served him well and when he turned 18 Monstrose did one of the few forward thinking things in his life. He joined the Army. A man like he didn't have many options. He was good at few things, violence being the foremost and in the civilian world that lead to a cheap grave or prison.


In the Army, he learned to focus his talents and use them. Monstrose wasn't an exceptionally intelligent or subtle man but he was good at what he did. He was decorated several times over his six year tour and when he returned to the States the CIA recruited him for service. It was during his first "wet" op that things went south. Monstrose woke up under the care of Project: Tin Soldier and was informed that, as far as the rest of the world was concerned, he was dead and that if he wanted to turn down their generous offer that could become a reality. Monstrose made the second wise decision in his life. He accepted. And he hasn't regretted it for a moment.

Personality: Mace is a mean, hardcase SOB and lets everyone know it. He constantly glares, growls and glowers, ready to crush anyone that gives him lip. Years in the military have ingrained a sense of proportion in him. He obeys superiors without question but brooks no disrespect from "lesser" and that includes any civilians. Even superior officers can't push things too far with risking facing his rage. Legion is one of the few men Mace respects and he'll stick by him without question in most situations. He thinks little of Overwatch and finds it hard to respect anyone that can't fight. Nychus is a fellow grunt, nothing more, nothing less. He doesn't seem to even notice her gender and that earns him some slack from her.

Quote: "How 'bout that b**tch, wants some more!?"

Powers/Tactics: Mace fights in a direct manner: keep pounding until the target goes down. His massive mechanical arms can inflict devastating blows and he's a skilled brawler, surprisingly fast for his size. Mace likes to close quickly with the biggest opponent on the field and slug it out. He'll use a Buffalo Punch on Stunned Target or someone held by another if the chance comes up often as a follow up after boxing someone's ears. The backbreaker is his favorite finisher and can leave his opponents permanently crippled. (I didn't write that up as a power since I felt it would vary by genre).

Appearance: Mace is a huge black man, a slab of muscles built wide and low, like a tank. He's keeps his head shaven and maintains a small goatee. Both his arms have been replaced by massive titanium bionic prosthetics that resembled industrial equipment more then natural limbs. In combat and the arena, he favors camouflage pattern pants and high black combat boots. More casually, he dressed in fashionable urban wear styles.

Badger
May 5th, '08, 09:44 PM
Hey, Taste is taste (even I have to admit that is one of the more compelling arguments against Comeliness and I greatly having it as and think it should stay a characteristic). I have a friend that considers Tigra repulsive because of her animal features, for instance while I think she's at least 4 different kinds of hot. ;) It's one of the reason I included the original artwork.

Your friend doesnt like catgirls!! :eek:

Beat him, beat him with large sticks!!! :doi:

FenrisUlf
May 6th, '08, 08:28 AM
Say, Nexus, with Mace's Faster Than He Looks, shouldn't that be bought as +8 Lightning Reflexes?

nexus
May 6th, '08, 08:50 AM
Say, Nexus, with Mace's Faster Than He Looks, shouldn't that be bought as +8 Lightning Reflexes?

Well, Lightening Reflexes is basically limited Dexterity. I had some reason for getting the way I did but I forget why.... I'll use that instead.

nexus
May 6th, '08, 09:03 AM
Edited Mace to use Lightning Reflexes

Edited Legion to reduce Independent Arm Spd bonus to +1

Scifi_Toughguy
May 7th, '08, 08:06 AM
So, for those of us that don't have the original books, which picture is which?

nexus
May 7th, '08, 08:10 AM
So, for those of us that don't have the original books, which picture is which?

The one that's more crocodile like is the original.

Susano
May 12th, '08, 01:50 PM
Wow, someone besides me has a copy of those White Wolf books. I bought them a few years ago with the intent of converting them to Hero if and when I got to run a martial arts based game. It has never happened so they just gather dust. I will be interested to see your take on them.

I own a set as well.

Scifi_Toughguy
May 15th, '08, 09:56 AM
Thanks, Nexus. I own some of the white wolf books but not the ones you're pulling from here.

nexus
Sep 3rd, '08, 12:09 PM
*bump*

I've let this project fall by the wayside due some RL interest but I intend to get started on it again very soon.